Facts found by Jesse Powers
Typed By Rachael Vallandingham
*61% of tv programs have some kind of violence
*4% have a anti-violence team
*44% of violent interactions on tv have perpertraders that are attractive worthy of emulation
*43% of violent scenes involve humor towards the violence or used by characters involved/
*75% of violent scenes have no immediate punishment for the violence.
*40% of programs featured "bad" characters who are NEVER punished for the violence.
*Of all violent behavioral actions 58% depict no pain.,
*47% depict no harm,
*40% depict harm unrealisticly.
*86% feature no blood or gore.
*only 16% feature realistic consequences of violence
*74% of familes with school aged children own video game equipment.
*they play an average of 53 minutes a day.
*88% of parents regulate supervisng children and their tv watching.
*Only about 48% regulate suprervising children and their video games
*in 2001 a review of 70 top selling video games-- 89% of those games contained some kind of violence,
*49% serious violence,
*40% comic violence.
*a recent meta-analysis of studies investagating the impact of violent video games on aggressive behavior foud that the exposure to violent video games has a relatively small effect on physical aggression and a moderate effect of aggressive thinking
*researchers think that violent video games will cause children to behave violently
*1999-2001 amount of serious violence in tv decreased by 17%
*premium cable decreased by 65%
*broadcast networks decreased by 11%
*violent video games have not been studied as extensively as movies or television
*the increasing realism might incourage greater identification w/ characters and more immatation of video games
*41% of games violence was necessary for the character to achieve their goal
*In 17% of games violence was the primary focus.
*according to federal crime stats. the child crime rate in the U.S. is at a 30 year low
*its been found that people serving time for violent crimes consumed less media before commiting the crime than the average person
*90% of boys play video games
*40% of girls play
*the majority do NOT commit unsocial acts
*the strongest risk factors for school shootings center on home life and mental stability NOT media
*most studies that say video games are directly linked to violence are discredited; found a correlation not a relationship
*aggressive people like aggressive entertainment
*No research has found that video games are a primary factros of that vidolent video game play could turn a person into a killer
*1/4 of children identify a M rated game as their fav.(ages 11-16)
*62% of console market and 66% of the PC market is 18 and over-a.ka. caters to adults
*proves parents need to share responsibility for waht is appropriate for their children
*the FTC found hat 83% of game purchaes for underage children are by parents
*video games are used to train soilders for militarty combat
*military uses games as part of a specific curicuulum with certain goals
*research suggest games can enhance learning
video game players are described as active problem solvers
*dont see mistakes as errors but oppurtunites for improvemnt...
*they search for newer better solutions to challenges
*constantly forced to use scintifc theory creating new hypothesis and working through experiment
*federal court appeals judge richard posner states " to sheild children right up to the age 18 from exposure to violent images and descriptions would not only be quixotic but deforming"
*shielding children from video games would leave them unquipped from the world as we know it
*many modern games are designed to be ethical testing grounds
*they allow players to explore open ground,
*allow players to make their own choices
*allow players to witness consequences.
*unlike in a movie you can avoid the violence rather than pursue it*we can be encouraged to examine our own values to see how we behave with in virtual space
*60% of frequent players play with friend
*25% of frequent players play with spouses
*33% of frequent players play with siblings
*two players may fight to death on screen but becoming closer friends off screen
*even animals, apes, fight but in a playful way, and can make a distinction between playing and real violence
*Media reformers argue that playing violent video games can cause a lack of empathy for real-world victims
*a child who responds to video games the same way as a real-world tradey would be showing symptoms of beign emotionally disturbed b/c none of the violence in the games is real so extreme anger or depression over a comrades death is entirely uncalled for b/c in the end it is JUST A GAME!
Thompson , Kimberly . Study Finds Significant Amounts of Violence in Video Games Rated as Suitable for All Ages. November 13,2008 <http://www.kidsrisk.harvard.edu/faqs3.htm>.
Facts found by Cody McDonald
Typed by Rachael Vallandingham
*violence in video games is measured by the types of weapons used, whether the violent incident resulted in injury or death and the number of character deaths attributable to the violent incident.
*Nuclear strike 4 had 91.2% violence
*centipede has 85% violence
*worms Armageddon has 76.8% violence
*Pokemon Stadium has 73.9% violence
*Kirby 64: the crystal shards has 71.7% violence
*centipede has 23.76 deaths per minute * *rat attack has 8.4 deaths per minute
goemon's great adventure has 7.84 deaths per minute
nuclear strike 64 has 5.35 deaths per minute
Super mario bros has 4.8 deaths per minute.
Successive games in series may tend to involve more complexity in character development
Successive games in series may tend to engage the played in more exploration and discovery activities that will help them achieve a goal.
violence is everywhere; not just video games; music, books, movies, etc.
*even e-rated games contain a signifigant amount of violence
video games have a rating system
EC=early childhood
E=everyone
E10= everyone 10+
T=teen
M=mature 17+
AO=adults only 18+
ratings are displayed on front of the box.
content descriptors are displayed on the back of the box indicating content that determined the rating(violence,mild language)
3 trained ESRB raters independently review the materials and assign a rating. Pham , Alex. "Debate Flares Anew Over Violence in Video Games." Los Angeles Times 05 10 2005. Los angeles times. November 14,2008 http://articles.latimes.com/2005/oct/05/business/fi-violence5.
facts found by jesse powers
typed by rachael vallandingham
as technology advances so do graphics in the game leading to violence becoming more realistic.
the video game industry is a $25 billon a year industry
the video game industry is the only source of media that is being regulated heavily
in MI the sell of ultra violent video games is banned to minors under 17
in IL it is prohibted to sell or rent violent or sexually explict VG to miors
Assemblyman Leland Ye says the the graphics are too shocking and realistic NOT to have an effect on children.
Karen says "from movies to TV to comic books to music and now video games society tends to project its fears on to newer forms of pop culture there is a generational divide that makes people on the other side nervous"
in 1953 a senate sub-committee held meetings on the corruption of comic books where the tried to link comic book reading to murder
exposure to violent VGs over a LONG period of time would create a child that is more aggressive but b/c of the gap between generations like the 15 year old and the 30 year old are going to be affected in different ways..becuase of the brain maturity.
9 descriptions for violence
cartoon violence
fantasy violence
intense violence
blood and gore.
many stores don't sell AO rated VGs
games are seen as children toys not as an entertainment medium
mental images of a game are that of a toy then you will be shocked, its like expecting to see seaseame street and seeing sex and the city
best buy and wal-mart have voluntarily restricted selling of mature games to minors
games are intended for adults so children wanting to play the already have aggressive tendencies
Today, 90% of retailers are checking the age of their customers
“I look at video games the same way I look at advertisements,” Brown said. “They’re not designed to make you do anything you’re not inclined to do. My guess is that 99.9% of people who play games have absolutely no inclination to kill people."--brooks brown.
parents are using any source of media with violence as scapegoats; reasons why children are commiting aggressive crimes.
people that aren't always playing VGs don't see how normal they are to people who play everyday so the games look a lot worse when the kids that play alot are used to it.
The Entertainment Software Assn. are trying to block the laws in MI and IL becuase it is censorship
there is already a rating system that restricts people from buying games inappropriate for their age.
Adolescents are much more spontaneous
studies found on agressive behavior and video games don't agree w/ each other
as technology grows so does the advancement of VGs
VGs have gone from processing 350,000 pg/s to 125 millon pg/s (pg/s= polygons per second)(polygons=a measure of action and graphic quality)
79% of children play VGs on a regular basis
children between 7 and 17 play an average of 8 hours a week
games are fun
games provide practice in problem solving and logic
concern on VGs is based on the assumption that they cause aggressive behavior
that conculsion was based on a research between tv and children and aggressive behavior
cause-effect relationship found between aggressive behavior and violent media
children imitate the actions of the character they identify with
usually the character the children identify with is the p-o-v of a shooter
VGs require active participation rather than passive observation
repition increases learning
VGs involve lots of repititon-repition of violent actions=violent behavior
rewards increase learning
VGs are based on a reward system.
Exposure to violent games increases physiological arousal.
heart rates and blood pressures increase when playing VGs
Lynch shows the effect may be greater on already aggressive kids<3
who scored in the top 20% on a trait hostility scale showed much greater increases in physiological response than students scoring in the bottom 20% of the hostility scale.
more hostile children showed more response in adrenaline,nor-adrenaline, and testosterone
effects like those are important cause they are seem when people get in a fight.
violent VGs increase violent thoughts
violent VGs can effect men,woman, adults and children
hostile attribution bias =aggressive children perceiving the actions of peers
children who play violent VGs are more likely to have a hostile attribution bias.
playing Violent VGs increases aggressive emotions
kids report that violent VGs make people more mean and moody
addicts to VGs are more likely to be in a bad-mood before,after and during game play
playing violent VGs increase aggressive actions
students who played more violent video games were also more likely to see the world as a hostile place
kids who play violent VGs are more likely to get into more fights
its said that hostility is the cause not VGs
least hostile children who play games are more likely to get in a fight then most hostile children that do not.\
playing VGs decreased pro-social behavior
research on violent VGs to violent TV is similar
need to be scientific certainty that such games would actually harm a child before the child’s First Amendment rights could be restricted
I Heart Shupp
Topic=video game violence(for)
Media Violence Facts and Statistics. 2/26/2008 National Youth Violence Prevention Resource Center. November 13,2008 <http://www.safeyouth.org/scripts/faq/mediaviolstats.asp>.
Typed By Rachael Vallandingham
*61% of tv programs have some kind of violence
*4% have a anti-violence team
*44% of violent interactions on tv have perpertraders that are attractive worthy of emulation
*43% of violent scenes involve humor towards the violence or used by characters involved/
*75% of violent scenes have no immediate punishment for the violence.
*40% of programs featured "bad" characters who are NEVER punished for the violence.
*Of all violent behavioral actions 58% depict no pain.,
*47% depict no harm,
*40% depict harm unrealisticly.
*86% feature no blood or gore.
*only 16% feature realistic consequences of violence
*74% of familes with school aged children own video game equipment.
*they play an average of 53 minutes a day.
*88% of parents regulate supervisng children and their tv watching.
*Only about 48% regulate suprervising children and their video games
*in 2001 a review of 70 top selling video games-- 89% of those games contained some kind of violence,
*49% serious violence,
*40% comic violence.
*a recent meta-analysis of studies investagating the impact of violent video games on aggressive behavior foud that the exposure to violent video games has a relatively small effect on physical aggression and a moderate effect of aggressive thinking
*researchers think that violent video games will cause children to behave violently
*1999-2001 amount of serious violence in tv decreased by 17%
*premium cable decreased by 65%
*broadcast networks decreased by 11%
*violent video games have not been studied as extensively as movies or television
*the increasing realism might incourage greater identification w/ characters and more immatation of video games
*41% of games violence was necessary for the character to achieve their goal
*In 17% of games violence was the primary focus.
Jenkins, Henry. Reality Bytes: Eight Myths About Video Games Debunked . PBS. november 13, 2008 <http://www.pbs.org/kcts/videogamerevolution/impact/myths.html>.
Facts found by Jesse Powers
Typed By Rachael Vallandingham
*according to federal crime stats. the child crime rate in the U.S. is at a 30 year low
*its been found that people serving time for violent crimes consumed less media before commiting the crime than the average person
*90% of boys play video games
*40% of girls play
*the majority do NOT commit unsocial acts
*the strongest risk factors for school shootings center on home life and mental stability NOT media
*most studies that say video games are directly linked to violence are discredited; found a correlation not a relationship
*aggressive people like aggressive entertainment
*No research has found that video games are a primary factros of that vidolent video game play could turn a person into a killer
*1/4 of children identify a M rated game as their fav.(ages 11-16)
*62% of console market and 66% of the PC market is 18 and over-a.ka. caters to adults
*proves parents need to share responsibility for waht is appropriate for their children
*the FTC found hat 83% of game purchaes for underage children are by parents
*video games are used to train soilders for militarty combat
*military uses games as part of a specific curicuulum with certain goals
*research suggest games can enhance learning
- video game players are described as active problem solvers
*dont see mistakes as errors but oppurtunites for improvemnt...*they search for newer better solutions to challenges
*constantly forced to use scintifc theory creating new hypothesis and working through experiment
*federal court appeals judge richard posner states " to sheild children right up to the age 18 from exposure to violent images and descriptions would not only be quixotic but deforming"
*shielding children from video games would leave them unquipped from the world as we know it
*many modern games are designed to be ethical testing grounds
*they allow players to explore open ground,
*allow players to make their own choices
*allow players to witness consequences.
*unlike in a movie you can avoid the violence rather than pursue it*we can be encouraged to examine our own values to see how we behave with in virtual space
*60% of frequent players play with friend
*25% of frequent players play with spouses
*33% of frequent players play with siblings
*two players may fight to death on screen but becoming closer friends off screen
*even animals, apes, fight but in a playful way, and can make a distinction between playing and real violence
*Media reformers argue that playing violent video games can cause a lack of empathy for real-world victims
*a child who responds to video games the same way as a real-world tradey would be showing symptoms of beign emotionally disturbed b/c none of the violence in the games is real so extreme anger or depression over a comrades death is entirely uncalled for b/c in the end it is JUST A GAME!
Facts found by Cody McDonald
Typed by Rachael Vallandingham
*violence in video games is measured by the types of weapons used, whether the violent incident resulted in injury or death and the number of character deaths attributable to the violent incident.
*Nuclear strike 4 had 91.2% violence
*centipede has 85% violence
*worms Armageddon has 76.8% violence
*Pokemon Stadium has 73.9% violence
*Kirby 64: the crystal shards has 71.7% violence
*centipede has 23.76 deaths per minute
* *rat attack has 8.4 deaths per minute
- goemon's great adventure has 7.84 deaths per minute
- nuclear strike 64 has 5.35 deaths per minute
- Super mario bros has 4.8 deaths per minute.
- Successive games in series may tend to involve more complexity in character development
- Successive games in series may tend to engage the played in more exploration and discovery activities that will help them achieve a goal.
- violence is everywhere; not just video games; music, books, movies, etc.
- *even e-rated games contain a signifigant amount of violence
- video games have a rating system
- EC=early childhood
- E=everyone
- E10= everyone 10+
- T=teen
- M=mature 17+
- AO=adults only 18+
- ratings are displayed on front of the box.
- content descriptors are displayed on the back of the box indicating content that determined the rating(violence,mild language)
3 trained ESRB raters independently review the materials and assign a rating.Pham , Alex. "Debate Flares Anew Over Violence in Video Games." Los Angeles Times 05 10 2005. Los angeles times. November 14,2008 http://articles.latimes.com/2005/oct/05/business/fi-violence5.
facts found by jesse powers
typed by rachael vallandingham
Walsh, David. Video Game Violence and Public Policy. National Institute on Media and the Family. November 18,2008 <http://culturalpolicy.uchicago.edu/conf2001/papers/walsh.html>.
- video games have been around 30 years in 2002
- as technology grows so does the advancement of VGs
- VGs have gone from processing 350,000 pg/s to 125 millon pg/s (pg/s= polygons per second)(polygons=a measure of action and graphic quality)
- 79% of children play VGs on a regular basis
- children between 7 and 17 play an average of 8 hours a week
- games are fun
- games provide practice in problem solving and logic
- concern on VGs is based on the assumption that they cause aggressive behavior
- that conculsion was based on a research between tv and children and aggressive behavior
- cause-effect relationship found between aggressive behavior and violent media
- children imitate the actions of the character they identify with
- usually the character the children identify with is the p-o-v of a shooter
- VGs require active participation rather than passive observation
- repition increases learning
- VGs involve lots of repititon-repition of violent actions=violent behavior
- rewards increase learning
- VGs are based on a reward system.
- Exposure to violent games increases physiological arousal.
- heart rates and blood pressures increase when playing VGs
- Lynch shows the effect may be greater on already aggressive kids<3
- who scored in the top 20% on a trait hostility scale showed much greater increases in physiological response than students scoring in the bottom 20% of the hostility scale.
- more hostile children showed more response in adrenaline,nor-adrenaline, and testosterone
- effects like those are important cause they are seem when people get in a fight.
- violent VGs increase violent thoughts
- violent VGs can effect men,woman, adults and children
- hostile attribution bias =aggressive children perceiving the actions of peers
- children who play violent VGs are more likely to have a hostile attribution bias.
- playing Violent VGs increases aggressive emotions
- kids report that violent VGs make people more mean and moody
- addicts to VGs are more likely to be in a bad-mood before,after and during game play
- playing violent VGs increase aggressive actions
- students who played more violent video games were also more likely to see the world as a hostile place
- kids who play violent VGs are more likely to get into more fights
- its said that hostility is the cause not VGs
- least hostile children who play games are more likely to get in a fight then most hostile children that do not.\
- playing VGs decreased pro-social behavior
- research on violent VGs to violent TV is similar
- need to be scientific certainty that such games would actually harm a child before the child’s First Amendment rights could be restricted
- restrcting games violates first amendment rights
*rachael vallandingham